﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//namespace ResLibary
//{
[System.Serializable]
public struct LibaryStateObj
{
    public string m_Name;
    public string m_Type;
    public string m_Path;
    public LibaryStatusEnum m_Status;
}


public enum AssetExistStatusEnum
{
    /// <summary>
    /// assetBundle 常驻内存
    /// </summary>
    Globle,

    /// <summary>
    /// 一次性，没有引用就销毁
    /// </summary>
    Once,

    /// <summary>
    /// 切换场景时释放
    /// </summary>
    Scene,

    Quote,
}

public enum LibaryTypeEnum
{
    LibaryType_Texture2D,
    LibaryType_RenderTexture,
    LibaryType_Sprite,
    LibaryType_TextAsset,
    LibaryType_Material,
    LibaryType_GameObject,
    LibaryType_AudioClip,
    LibaryType_VideoClip,
    LibaryType_MovieTexture,
    LibaryType_Font,
    LibaryType_ScriptableObject,
    LibaryType_RuntimeAnimatorController
}

public enum LibaryExistStatusEnum
{
    NONE,
    /// <summary>
    /// UnityEngine.Object
    /// </summary>
    LibaryExistStatus_UnityEngineObject,

    /// <summary>
    /// streammingasset path
    /// </summary>
    LibaryExistStatus_NotUnityEngineObject_NotRead_StreamAssetPath,

    /// <summary>
    /// file path
    /// </summary>
    LibaryExistStatus_NotUnityEngineObject_NotRead_FilePath,

    /// <summary>
    /// textasset  is not unityengine.object
    /// </summary>
    LibaryExistStatus_NotUnityEngineObject_TextAsset
}

public enum LibaryStatusEnum
{
    /// <summary>
    /// assets下的资源
    /// </summary>
    DIR_ASSETS,

    /// <summary>
    /// resource下的资源
    /// </summary>
    DIR_RESOURCE,

    /// <summary>
    /// assetbundle里的资源
    /// </summary>
    DIR_ASSETBUNDER,

    /// <summary>
    /// 单个外部资源
    /// </summary>
    DIR_FILE,

    /// <summary>
    /// Application.streamingAssetsPath路径
    /// </summary>
    DIR_STREAMINGASSET,

}
//}

